/Engine/Source/Runtime/GeometryCore/Public/Generators/RevolveGenerator.h
Revolve generators currently depend on the ability to use DynamicMesh operations to (eg) triangulate endcaps/etc, and so they are not currently FMeshShapeGenerators (this may be resolved in future)
class FBaseRevolveGenerator
bool
bFillPartialRevolveEndcaps
Whether or not to fill the open ends of a partial revolve, if possible
bool
bProfileAtMidpoint
bool
bReverseDirection
Reverse the direction of the revolution, for non-closed revolutions
bool
bUVScaleRelativeWorld
When true, the generator attempts to scale UV's in a way that preserves scaling across different mesh results, aiming for 1.0 in UV space to be equal to UnitUVInWorldCoordinates in world space.
float
DegreeOffset
Offset for revolution degrees, eg to shift partial revolution around the revolve circle
double
DiagonalTolerance
When QuadSplitMode is ShortestDiagonal, biases one of the diagonals so that symmetric quads are split uniformly.
EProfileSweepPo...
PolygonGroupingMode
PolygonGroupingMode controls how polygroups are assigned on the output mesh
EProfileSweepQu...
QuadSplitMethod
QuadSplitMethod controls how quads are split into triangles (see enum comments)
float
RevolveDegrees
Degrees of the revolution path (eg circle for a regular revolution). Maybe clamped in some cases.
int32
Steps
Number of discrete steps used to sample the revolution path
float
UnitUVInWorldCoordinates
Only relevant if bUVScaleRelativeWorld is true (see that description)
FVector2d
UVOffset
These values will be added to the generated UV coordinates after applying UVScale.
FVector2d
UVScale
Generated UV coordinates will be multiplied by these values.